Beanpole - (Glitter Boy Pilot)

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Beanpole - (Glitter Boy Pilot)

Postby Beanpole » Sat Jul 04, 2009 10:53 am

Player Name: Justin
YIM Handle: jwlyon1

Character Name: George Foreman XXIV
Alias: Beanpole
Race: Human
O.C.C.: Glitter Boy Pilot
Occupation: Adventurer
Alignment: Scrupulous
XP Level: 7
XP Points: 50,371 - Pieter 10/12/2017
Next Level @ XP: 52, 800xp
Sentiments/Non-Humans: They're alright, but watch your back!
Sentiments/Coalition: Some are alright, but they're getting too big for their britches.
Disposition: Guarded, genuinely nice, but kind of sad all the time.
Insanity: Phobia: Family situations: intense fear of "family". For example, he will not eat dinner with a family or stay at a families house. It's pushing it for him to stay at a family run hotel or eat at a family run saloon.

ATTRIBUTES
I.Q.: 15
M.E.: 15
M.A.: 10
P.S.: 14
P.P.: 17
P.E.: 15
P.B.: 14
Speed: 8

PHYSICAL DATA
H.P.: 28/28
S.D.C.: 14/60
P.P.E.: 50/50
Age: 23
Sex: Male
Height: 6' 2"
Weight: 163 lbs.
Description: Tall and whisper-thin with rich, dark skin and black, curly hair which he keeps cropped short so he can put on a helmet easily!

Natural Abilities
Perception Bonus: +2
Max. Carrying Weight: 100 lbs.
Max. Lifting Weight: 200 lbs.
Can use TW items (per Fortune and Glory)

O.C.C. Skills
Language: English—98% (+1%)
Language: Spanish—88% (+3%)
Language: Dragonese—88% (+3%)
Basic Electronics—70% (+5%)
Basic Mechanics—75% (+5%)
General Repair & Maintenance—75% (+5%)
Land Navigation—66% (+4%)
Pilot: Robots & Power Armor—80%(+3%, 9th level)
Pilot: Robot Combat Elite—Glitterboy (Ground) (8th Level)
Pilot: Robot Combat Basic
Pilot: Automobile—72% (+2%)
Radio: Basic—85% (+5%)
Read Sensory Equipment—85% (+5%); 10th level
Weapon Systems—80% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons
HTH: Martial Arts

O.C.C. Related Skills
Detect Ambush—70% (+5%)
Wilderness Survival—66% (+5%)
Paramedic—70% (+5%)
Armorer/Field Armorer—75% (+5%)
Track & Trap Animals—52/62% (+5%)
Jury Rig—50% (+5%, 3rd Level)
Barter—46% (+4%, 3rd Level)
Pilot: Robot Combat Elite—Light Power Armor (Flying): Elite: [2nd Level]
Boxing [2nd level]
Wrestling [1st level]

Secondary Skills
W.P. Knife
Cooking—110% (+5%, 16th Level), Professional quality
Climbing—60/50% (+5%, 4rd Level)
Literacy: English—60% (+5%, 5th Level)
Pilot: Hover Craft 60% (+5%, 3rd Level)
Pilot: Hover Cycle 78% (+3%, 3nd Level)
W.P. Spear (2nd Level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Critical Strike: 18,19, 20
Initiative Bonus: +1
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: --
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Entangle: +2
Body Throw: 1d6
Karate Kick: 2d6
Leap Kick: 3d8
Automatic Knockout on Natural 20
Paired Weapons
Perform Holds
Body Block/Tackle 1d4 SDC
Pin/Incapacitate natural 18, 19, 20
Crush/Squeeze 1d4 SDC

Robot Combat Elite—Glitterboy (Ground):
Number of Attacks: 9
Initiative Bonus: +3
Strike Bonus: +5
Strike Bonus (ranged, includes W.P. Heavy Energy): +5
Parry Bonus: +8
Dodge Bonus: +8
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +7
Bonus to Disarm: +1
Punch: 1d4/1d6 MD
Power Punch: 2d6 MD (2 attacks)
Kick: 2d4 MD
Running Leap Kick: 4d6 MD (2 attacks)
Tear/Pry: 1d6 MD
Body Block: 2d4 MD
Full Speed Ram: 3d6 MD
Stomp: 1d6 MD (3' objects or smaller only)
Pylon Impale: 1d6 MD

Robot Combat Elite—Light Power Armor (Flying):
Number of Attacks: 7
Initiative Bonus: +3
Strike Bonus: +5
Strike Bonus (ranged, includes W.P. Heavy Energy): +4
Parry Bonus: +9
Dodge Bonus: +8 on ground
Dodge Bonus: +11 flying or leaping
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
Punch: per robot
Power Punch: per robot (2 attacks)
Kick: per robot
Running Leap Kick: per robot (2 attacks)
Tear/Pry: 1d4 MD
Body Block: equal to robot's P.S. punch damage
Full Speed Ram: equal to double robot's P.S. punch damage

Robot Combat Basic
Number of Attacks: 7
Initiative Bonus: +1
Strike Bonus: +4/+3 Ranged
Parry Bonus: +7
Dodge Bonus: +7
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm: --
Body Block/ Ram: 1d4 MD

Weapon Proficiencies
W.P. Energy Pistol: +3 to Strike
W.P. Energy Rifle: +2 to Strike
W.P. Heavy Energy Weapons: +3 to Strike
W.P. Knife: +3 to Strike, +3 to Parry, +3 to Strike when Thrown
W.P. Spear: +1 to strike, +1 to parry, Range: 150'

Saving Throw Bonuses
None
Last edited by Beanpole on Sat Dec 20, 2014 11:17 pm, edited 17 times in total.
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Re: Beanpole

Postby Beanpole » Sat Jul 04, 2009 10:54 am

Equipment

Glitter Boy Power Armor
-5% to piloting (uneven legs)
http://i43.photobucket.com/albums/e371/masterriftsgm/Armor%20PAs%20Robots/glitterboy-1.png
Model Type: USA-G10
Class: Laser Resistant Infantry Personnel Assault Unit.
Crew: One pilot.
Glitter Boy
M.D.C. by Location:
Boom Gun - 175 -15 MDC
* Head - 290 -17 MDC
* Hands (2) - 100 r-0/l-0
Arms (2) - 270 each r-73/l -0 MDC
Legs (2) - 450(r)/525(l) r -14/l -0 MDC
Reinforced Pilot's Compartment - 150
** Main Body -770 -171 MDC
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a "Called Shot," and even then the assailant is -4 to strike.
** Depleting the M.D.C. of the main body will shut the power armor down completely, rendering it useless. Note: Laser weapons do half damage to the Glitter Boy!
Statistical Data:
- Running Speed: 60 mph maximum. Note that the act of running does tire its operator, but only at 10% of the usual fatigue rate.
- Leaping: up to 12' high or across, + 10' with a running start. Jet thruster assisted leaps: 80' up or across. If necessary, the thrusters can momentarily hold the GB aloft as high as 12' off the ground, but only for 1D6x10 seconds. The thrusters are not made for flying.
- Swimming: 15 mph via thrusters or walk along the bottom at 25% normal speed. Maximum Ocean Depth: One mile.
- Dimensions: 10'5” tall, 4'4” wide, 4' long, 1.2 tons fully loaded.
- Robotic P.S.: 30
- Cargo: see entry at end of sheet
- Power System: Nuclear; average energy life is 25 years.
Weapon Systems:
RG-14 Rapid Acceleration Electromagnetic Rail Gun
- Range: 11,000'
- Mega-Damage: 3D6x10 M.D. per blast
- Effects of the Sonic Boom: everyone within 200' will be temporarily deafened (unprotected: 2D4 minutes & -8 on initiative and -3 to parry and dodge; those in EBA or inside a vehicle: 1D4 minutes; same penalties apply but for a shorter duration. Each sonic boom adds to the duration of the deafness. Heavy vehicles are sufficiently protected so that the crew and passengers inside hear (and feel) the boom, but do not suffer any penalties.
- Rate of Fire: Each booming blast counts as one melee attack/action.
- Payload: 923/1000 round auto-feed ammo canister.
Special Sensory Systems of Note:
- Optical Systems: Full optical systems, including laser targeting, telescopic, passive nightvision (light amplification), thermal-imaging, infrared, ultraviolet, and polarization.
- Advanced Laser Targeting: As well as the usual power armor standard features for laser targeting, the Boom Gun is +2 to strike.
- Self-Destruct Mechanism: Self-destruct mechanism to prevent the armor and its technology from falling into enemy hands.
- Laser Resistant Armor: All Glitter Boys are made from special alloys with a chrome-looking surface that is resistant to laser attacks (half damage).
- Other Features: All standard environmental power armor features, plus built-in language translator and depth gauge.


Worn on Person

Urban Warrior Body Armor
http://i43.photobucket.com/albums/e371/masterriftsgm/Armor%20PAs%20Robots/Urban-Warrior-Armor.png
M.D.C. by Location
• Helmet: 35
• Arms: 16 each
• Legs: 30 each
• Main Body: 50
Modifiers: -5% movement penalty


- Honorary MercTown Defenders Badge (just like the real ones)
- Thermal Underwear (1 set, red w/ trap) "don' matter how hot it gits, jus' feel nekkid without me skivvies!"
- Survival knife (1d6, in boot)
- Pair of Fatigues
- Lightweight Velcro Strapped Boots
- Small journal (in pocket)
- Compass (high quality)
- Lighter
- Ink Pen (1)
- Wood Pencil (1)
- Secured Black Card: 31,178 credits (Edited by Capt Marks 11/3/14) - From THE FUTURE - TA
- Unsecured Universal Card:19,42 (19DEC14 - Ryu) - From THE FUTURE - TA

Shoulder Holster
NG-57 Heavy Duty Ion Blaster
Range: 500'
Damage: 2D4 M.D. or 3D6 M.D.
Rate of Fire: single shots only
Payload: 10 shots per E-clip
Modifiers: none


Utility Belt
- MTE Cellphone
- Canteen, Aluminum
- Flashlight (pocket-size)
- Vibro-Knife (1D6 M.D.)
http://i43.photobucket.com/albums/e371/masterriftsgm/Weapons/Vibro-Knife-1.png
- (2) 2 Fragmentation Grenades
- (3) 2 Smoke Grenades (red)
- 3 spare E-clips

- Wilk's 237 "Backup"
http://i43.photobucket.com/albums/e371/masterriftsgm/Weapons/Wilks-237-Backup.png
• Range: 500'
• Damage: 3D6 per single blast or 6D6 per double blast -- Not working quite right. Currently only one barrel will function. Discover this on first firing. - TA
• Rate of Fire: Single shots only
• Payload: 8 double shots with E-clip, 16 shots with LE-clip
• Modifiers: +2 to Strike with an aimed shot


Stored in Glitter Boy
Minimal storage space; a one foot compartment and storage for a rifle, handgun, survival knife and first-aid kit.
- Fist Aid Kit (Standard)
- Pocket Lint

GB Backpack
- Air Filter and Gas Mask
- 6 signal flares
- Pair of Fatigues
- Wool long sleeve shirt (2)
- Wool pants (2)
- 4 pairs extra warm socks
- Robot Medical Kit
- IRMSS
- Bedroll
- Blanket, Heavy
- Fishing Line, 50'
- Matches (box of 200)
- Flashlight (large)
- Hammer (Metal)
- Ink Pens (5)
- Wood Pencils (5)
- Tarp (4'x8')
- Rope (100')
- Wood Stakes (6)
- Wood Mallet
- RG-14 Rapid Acceleration Electromagnetic Rail Gun Ammunition - 427 rounds
- 10yds animal snare cord
- Water Filtter
- First Aid Kit Re-supply
- Sharpening Kit (whet stone and oil)
- Mechanics Tool Kit (electric screwdriver, socket set and wrench, 36 other lightweight conventional tools)
- 3 children's books aimed at teaching kids to read

Demon's Toothpick
A unique Giant-Sized modified Thunder & Lightning Spear
This massive polearm stands nearly 20 feet tall and would be unwieldy to anything smaller than say, a Glitter Boy. It is shaped like a lightning rod, decorated with gemstones and ivory. It has a weighted ball on the back end

• M.D.C.: 150
• Base Damage: 4d6 M.D. from the pointy end or 2d6 M.D. from the blunt end
• P.P.E. Cost to Activate: 24 P.P.E. or 48 I.S.P.
• Duration: Five minutes per activation
• Damage when activated:
• • Spear/horn does 6D6 M.D. or 3D6 M.D. from the blunt end. Plus the weapon can unleash an electrical blast when it hits, doing an additional 4D6 M.D.
• • Mega-Damage Lightning Strike: The spear unleashes an electrical discharge adding 3D6 M.D. to the weapon's normal stabbing/spear damage (only does damage when it stabs/hits a target/opponent as part of an attack, not when parrying or striking with the blunt portion). The electrical aspect can be maintained throughout the duration of the enchantment or turned on and off at will. Making the spear electrified happens in an instant and does not use up a melee attack.
• •Thunder Strike: The blunt end causes an additional 1d6 damage and an effect identical to the BigBore shotgun when it connects and is activated.
(Human and human-sized D-Bees must roll a 20 sided die with a -6 penalty to stay standing. The roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character is staggered, feels like he was kicked by a mule and loses the initiative. A failed roll means the victim is knocked off of his feet and flung 8- 10 feet (2.4 to 3 m) before hitting the ground! The victim loses initiative, is momentarily dazed (reduce all combat bonuses by half for one melee round per each blast endured), and loses one melee attack/action!
Knockdown Note: Even characters in M.D.C. body armor are knocked down and suffer the penalties above. Those in power armor or who are full conversion cyborgs, man-sized robots (11 feet/3.3 m or smaller), lesser supernatural beings and lesser creatures of magic (including Dragon Hatchlings) are +6 to save vs knockdown. If knocked down they are staggered with each shot and lose initiative. True Giants (20 feet/6. 1 m and larger), giant robots ( 1 2 feet/3.7 or larger), Demon Lords, deific level supernatural beings and powerful, giant creatures of magic such as adult and ancient dragons and Greater Elementals take damage only. They do not lose initiative, nor do they suffer knockdown or related penalties.)
• • Long-Range Electric Arc Attack: 50' and does 2D6 M.D.
• Additional Effects & Bonuses: +1 to strike when thrown. Can be accurately thrown 200'. It unleashes an area effect of the Thunder Strike (everyone in 20' takes 1d6 and is flung away).


Credits
Unsecured Black Card: 0
Secure UTC Credit Card: 0 credits 11AUG2017 - T-Rex
Last edited by Beanpole on Tue Apr 08, 2014 11:39 pm, edited 36 times in total.
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Re: Beanpole

Postby Beanpole » Sat Jul 04, 2009 10:54 am

Background Story

The campfire crackled at his toes. Beanpole waggled his feet, only a few inches from the fire. He was sitting on his backpack, to keep the snow melt from the fire off his already soggy clothes. But the night was quiet, only a few animals were speaking their minds. Beanpole's stomach growled. All his traps had been empty. He pulled out the most expensive thing he'd bought recently, the only luxury he'd ever owned. Well, unless you count the Glitter Boy a luxury. The journal was small, pocket sized, fit just fine in the thigh pocket of his fatigues, bound in a waterproof cardboard. The pages were stiff, unruled and a milky white. He had six ballpoint pens and a couple pencils, and he was loathe to use any of them. They cost so much. But tonight he was going to practice writing. In the distance, he'd caught a glimpse of some mountains, and it made him think about the past. Something he normally avoided. Tonight though, he'd use that pain to write. The time was right, and it all flowed, his clumsy cursive filling page after page...

"The village I grew up in was in the middle of North America, all I really knows is that them big mountains were to the west and I could see when it was clear. The land was full of forests. It got hot in the the summer and darn cold in the winter. Some of the neighbors farmed the land and some ranched on it. It didn't have a name, we all just call it the village, and for days of walking, it was the only one. We knew some scattered homesteaders eking it out. They would come into the village for things they couldn't make themselves. The village had a blacksmith, a tanner, even a barber. But we saw outsiders maybe once a year, mostly a flying ship that sailed along the ley stream, it passed about 20 miles south of the village.

"I came from a large family, with eighteen brothers and sisters, I was the fourteenth. Us Foremen's were always leaders and protectors around here, but we didn't live better than anyone else. We was just folks."

His pen rests a long while here. Beanpoles long face is drawn with sadness, his eyes closed. A blot of black ink spreads across the milky page. He jerks awake, a mild curse for the wasted ink and wasted paper. He reaches up and scratches a bite on his head, between the curly hair and his ear. He says to the night, "Cold enough, shouldn't be gettin' no more bites."

He doesn't break camp in the morning. He spends the daylight laying traps, hoping for a squirrel or rabbit. He's hungry. There's the paste in the GB, but better save that, it's good for years, at least that's what the Mentor had taught them. Returning to his camp at dusk, he checks the perimeter before sitting back down to write. Traps empty again.

"We were brave, in our own way least wise. We used what we had. Mostly old guns, from before the bad times. We learned near as soon as we could walk how to reload and make ammo for a pistol and rifle. We made do with what we had. Didn't know there was more to it really. Not until one day when the strange caravan pulled into town. The Mentor, driving the wagon unloaded seven brand new Glitter Boys. And then he just up gave them to us. He stayed for 3 months to train the family ,and me and my brothers and sisters took to it like a dragon to the air."

His writing becomes tighter, pressing hard into the page. A water drop here and there bleeds the ink, but the words are still legible.

"For two years, all went fine. We Foremen's pacified the wilderness for a hundred miles around our village. We joined forces with neighboring towns and villages, that we'd never even known before, carving out a peaceful place. But then three of my family got killed fighting a horror, a demon from beyond. Over the next months, our eldest brother, our leader, became more and more violent, especially toward foreigners and magicks. He turned on anyone different next. Then anyone who disagreed with him. He lorded over everyone like a king, demanding fealty and service. He had cracked and we all knowed it, but what could we do? He was the oldest, the best, we had to follow him right?"

The words, he knows, but not the letters. It just doesn't look right as he scribbles it down. He sits back, and for the first time in ages, he remembers. Beanpole and his two grown siblings watched in horror as their brother, leader and role model lost his grip on justice and honor, focused on revenge and brutality. It took six months for the cauldron to boil over. The day it all ended began as routine as any day in the modern world, but ended in fratricide. The battle raged. The eldest brother was ultimately killed, but so was the entire Foremen family save for Beanpole. He administered the coup de grace on his own brother, but nothing was left standing of their family, it was a pyrrhic victory.

"I killed him. I did not want to. But he'd killed them all. Ma, Pa, even the little ones. We'd been given this power. Now we had to use it against each other."

Taking the remaining Glitter Boy supplies and leaving his home, Beanpole started to wander. He helped where he could but tried never to stay put. He didn't want to make friends, or set down roots anywhere. He's made his way east, away from the mountains that dominated his childhood. If he can't see those lofty snow covered peaks, he won't be reminded of home.

The water drops were tears. They fell from Beanpoles dark eyes. A man who'd spent his whole life in a crowd, suddenly alone. His stomach rumbled again.
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Re: Beanpole (Human Glitter Boy Pilot)

Postby Beanpole » Tue Jun 07, 2016 2:44 pm

Journal Test:
Image

Image

Image

Okay, so here's what I'm thinking. I will try the smaller moleskin cheapo journals and see how they work. Those would fit in the thigh pockets in cargo pants. However, as you can see from these images, this larger size is easier to read. I may switch to these after tests with the smaller ones.

Excellent Journal Reference:
http://www.girlonawhaleship.org/jernapp/journal.do
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Re: Beanpole (Human Glitter Boy Pilot)

Postby Maniacal Laugh » Fri Jun 10, 2016 6:40 pm

Code: Select all
Perception: [dice]1d20+2[/dice]
JIC [dice]1d20[/dice]
JIC [dice]1d100[/dice]

Read Sensory Equipment [dice]1d100[/dice]/85%
Detect Ambush [dice]1d100[/dice]/70%
Land Navigation [dice]1d100[/dice]/66%
Wilderness Survival [dice]1d100[/dice]66%

[color=#0000FF]Initiative [dice]1d20+3[/dice][/color][hr][/hr]
[HR][/HR]

[hr][/hr]
Combat Summary:
Attacks per Melee: 9

Actions:
1. Boom Gun: [dice]1d20+7[/dice]; damage [dice]3d6*10[/dice]
2. Dodge (if needed): [dice]1d20+8[/dice]

Parries (if needed):
1. [dice]1d20+8[/dice]
2. [dice]1d20+8[/dice]
3. [dice]1d20+8[/dice]
4. [dice]1d20+8[/dice]
5. [dice]1d20+8[/dice]
6. [dice]1d20+8[/dice]
7. [dice]1d20+8[/dice]
8. [dice]1d20+8[/dice]
9. [dice]1d20+8[/dice]

Roll w/ Impact (if needed):
1. [dice]1d20+7[/dice]
2. [dice]1d20+7[/dice]
3. [dice]1d20+7[/dice]
4. [dice]1d20+7[/dice]
5. [dice]1d20+7[/dice]
6. [dice]1d20+7[/dice]
7. [dice]1d20+7[/dice]
8. [dice]1d20+7[/dice]
9. [dice]1d20+7[/dice]



Code: Select all
[color=#008000]PASS!!!! :D[/color]
[color=#FF0000]FAIL!!!! :([/color]
A hard, cynical act for a hard, cynical world. - Tex Richman
Image
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Re: Beanpole - (Glitter Boy Pilot)

Postby Maniacal Laugh » Wed Oct 19, 2016 12:46 am

EP Purchase: Wrestling SDC Bonus: 4d6:
4, 6, 5, 5
A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: Beanpole - (Glitter Boy Pilot)

Postby Maniacal Laugh » Sat Feb 18, 2017 3:32 pm

Fortune and Glory: Spiritual and Determined
1d4:
1

2d4:
1, 2
A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: Beanpole - (Glitter Boy Pilot)

Postby Maniacal Laugh » Sun Apr 09, 2017 4:36 am

-3 EP Raise Existing Skill One Level x 3 [Skill Read Sensory Equipment] (Beanpole) check
-5 EP for 1 Roll on a Fortune and Glory Sub-Table of your choosing: Spiritual and Determined (Beanpole)
1d4:
2
(2) Inner Strength: Receive a +1D4x10 Boost to P.P.E. and can use TW items
1d4*10 = 20:
2
check
-4 EP P.P.E. Boost (+1D4x10) 1d4*10 = 30:
3

-3 EP Skill Download: New O.C.C. Related Skill: Cooking (Beanpole) check
A hard, cynical act for a hard, cynical world. - Tex Richman
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Re: Beanpole - (Glitter Boy Pilot)

Postby Maniacal Laugh » Wed Aug 09, 2017 10:23 pm

Fortune and Glory Table: 1d10:
5


Smart and Learned: 1d6:
6

(6) Receive a +2D4 Attribute Boost to I.Q.: 2d4:
1, 3
A hard, cynical act for a hard, cynical world. - Tex Richman
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